Files
matrix/js/svg/rainPass.js

148 lines
4.6 KiB
JavaScript

import { loadImage, loadText, makePassSVG, makePass } from "./utils.js";
const extractEntries = (src, keys) => Object.fromEntries(Array.from(Object.entries(src)).filter(([key]) => keys.includes(key)));
const rippleTypes = {
box: 0,
circle: 1,
};
export default ({ artboard, config }) => {
const { mat2, mat4, vec2, vec3, vec4 } = glMatrix;
// The volumetric mode multiplies the number of columns
// to reach the desired density, and then overlaps them
const volumetric = config.volumetric;
const density = volumetric && config.effect !== "none" ? config.density : 1;
const [numRows, numColumns] = [config.numColumns, Math.floor(config.numColumns * density)];
// Various effect-related values
const rippleType = config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1;
const slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
const slantScale = 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
const showDebugView = config.effect === "none";
const glyphTransform = mat2.fromScaling(mat2.create(), vec2.fromValues(config.glyphFlip ? -1 : 1, 1));
mat2.rotate(glyphTransform, glyphTransform, (config.glyphRotation * Math.PI) / 180);
const glyphPositions = Array(numRows)
.fill()
.map((_, y) =>
Array(numColumns)
.fill()
.map((_, x) => vec2.fromValues(x, y))
).flat();
const glyphs = Array(numRows * numColumns).fill(null);
// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
const glyphMSDF = loadImage(config.glyphMSDFURL);
const glintMSDF = loadImage(config.glintMSDFURL);
const baseTexture = loadImage(config.baseTextureURL, true);
const glintTexture = loadImage(config.glintTextureURL, true);
const output = makePassSVG();
const raindrop = () => {
const SQRT_2 = Math.sqrt(2);
const SQRT_5 = Math.sqrt(5);
const randomAB = vec2.fromValues(12.9898, 78.233);
const randomFloat = (uv) => {
const dt = vec2.dot(uv, randomAB);
return (Math.sin(dt % Math.PI) * 43758.5453) % 1;
}
const wobble = (x) => {
return x + 0.3 * Math.sin(SQRT_2 * x) + 0.2 * Math.sin(SQRT_5 * x);
}
const columnPos = vec2.create();
const getRainBrightness = (pos) => {
columnPos[0] = pos[0];
const columnTime = randomFloat(columnPos) * 1000;
let rainTime = (pos[1] * 0.01 + columnTime) / config.raindropLength;
if (!config.loops) {
rainTime = wobble(rainTime);
}
return 1.0 - (rainTime % 1);
}
const gridSize = vec2.fromValues(numColumns, numRows);
const posBelow = vec2.create();
for (let i = 0; i < glyphPositions.length; i++) {
const pos = glyphPositions[i];
vec2.set(posBelow, pos[0], pos[1] - 1);
const brightness = getRainBrightness(pos);
const brightnessBelow = getRainBrightness(posBelow);
const isCursor = brightness > brightnessBelow;
const symbol = Math.floor(config.glyphSequenceLength * Math.random());
glyphs[i] = {
pos, brightness, isCursor, symbol
};
}
};
const glyphElements = [];
const render = () => {
// TODO: rain pass vert, rain pass frag
for (const {pos, brightness, isCursor, symbol} of glyphs) {
if (brightness < 0) {
continue;
}
glyphElements.push(`<use fill="#${Math.floor(0xFF * brightness).toString(16)}" href="#sym_${symbol}" transform="translate(${pos[0]},${pos[1]})"></use>`);
}
console.log(glyphElements.join("\n"));
};
// Camera and transform math for the volumetric mode
const screenSize = [1, 1];
const transform = mat4.create();
if (volumetric && config.isometric) {
mat4.rotateX(transform, transform, (Math.PI * 1) / 8);
mat4.rotateY(transform, transform, (Math.PI * 1) / 4);
mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
mat4.scale(transform, transform, vec3.fromValues(1, 1, 2));
} else {
mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
}
const camera = mat4.create();
return makePass(
{
primary: output,
},
Promise.all([
glyphMSDF.loaded,
glintMSDF.loaded,
baseTexture.loaded,
glintTexture.loaded,
// rainPassRaindrop.loaded,
// rainPassSymbol.loaded,
// rainPassVert.loaded,
// rainPassFrag.loaded,
]),
(w, h) => {
// output.resize(w, h);
const aspectRatio = w / h;
if (volumetric && config.isometric) {
if (aspectRatio > 1) {
mat4.ortho(camera, -1.5 * aspectRatio, 1.5 * aspectRatio, -1.5, 1.5, -1000, 1000);
} else {
mat4.ortho(camera, -1.5, 1.5, -1.5 / aspectRatio, 1.5 / aspectRatio, -1000, 1000);
}
} else {
mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
}
[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
},
(shouldRender) => {
raindrop();
render();
}
);
};